procedural cardboard in blender

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  • เผยแพร่เมื่อ 2 พ.ย. 2024

ความคิดเห็น • 37

  • @voracdesign
    @voracdesign ปีที่แล้ว +42

    I still havent really hopped on the GoeNode train and every one of your tutorials convinces me that I should really start with it 😅

    • @synapse349
      @synapse349 ปีที่แล้ว

      Its really fun, keeps you interested when you add a node and instantly see what it does. And it definitely makes certain things even possible. Like distributing objects in a pattern then distorting said pattern and have all the objects react to the distortion. Just start messing with it, the only way to understand is to use it.

  • @HenrisKas
    @HenrisKas ปีที่แล้ว +5

    I don't need it, but I watch. Why? Because it's super dense valuable information, it's pure gold!

    • @ob4359
      @ob4359 ปีที่แล้ว

      What he said

  • @pesterenan
    @pesterenan ปีที่แล้ว +8

    Such a big brain move to use the UV Maps to calculate the direction of the corrugation. Nice one!

  • @Heavenira
    @Heavenira ปีที่แล้ว +4

    WOAH! You posed an amazing use case for UV maps here!

  • @jordancasanova8517
    @jordancasanova8517 ปีที่แล้ว +4

    I am convinced of the geonode powers.

  • @Al_X-2005
    @Al_X-2005 ปีที่แล้ว +1

    God I love cardboard

  • @BlenderDaily
    @BlenderDaily ปีที่แล้ว

    gerat idea to use the uv coordinates :)

  • @abdullamasud4278
    @abdullamasud4278 4 หลายเดือนก่อน

    This is quite great! Though I wonder if there is a way to do this without hurting the initial geometry of the object...

  • @StrangeAssortment
    @StrangeAssortment ปีที่แล้ว +1

    Excited for this and the future texturing tutorial.
    The platform I work with only uses baked-down lowpoly textures, but I'm sure this will still help a ton in getting there!

  • @jenovaizquierdo
    @jenovaizquierdo ปีที่แล้ว +3

    Dude really awesome 👏 tutorial. 😊 love the music 😁

    • @CGMatter
      @CGMatter  ปีที่แล้ว +1

      thank ya! very nice of you

    • @jenovaizquierdo
      @jenovaizquierdo ปีที่แล้ว

      @@CGMatter is a pleasure, you are the GURU of Blender 😁😄😃

  • @littlebacchus216
    @littlebacchus216 ปีที่แล้ว

    I'm loving these speed run tutorials. It like a mind dump of knowledge that my hummingbird mind can slurp up.

  • @SimpHarderPlz
    @SimpHarderPlz ปีที่แล้ว

    Brilliant

  • @Ricoxemani
    @Ricoxemani ปีที่แล้ว +1

    This is great

  • @soejrd24978
    @soejrd24978 ปีที่แล้ว

    I hope you're okay and making some new plans for adventures or other strives within your life.

  • @poolieo25
    @poolieo25 ปีที่แล้ว

    id kill for the texturing tutorial i've needed this like 5 times over in the last few projects. guess its time to geometry node

  • @ob4359
    @ob4359 ปีที่แล้ว

    👑

  • @cjiabka
    @cjiabka ปีที่แล้ว +2

    Great tut, thanks! Is there any way to avoid handmade subdivisions and make it procedural?

    • @CGMatter
      @CGMatter  ปีที่แล้ว

      Not something obvious I can think of - a loop cut kind of node would be great

  • @noxabellus
    @noxabellus ปีที่แล้ว

    dope 🤙

  • @glenngutshall5507
    @glenngutshall5507 ปีที่แล้ว +1

    Except cardboard doesn't bend smoothly... It kinks.

  • @ProjectHelisexuality
    @ProjectHelisexuality ปีที่แล้ว

    Bit of a niche request, but do you have any tricks for orientating a 3D tracking scene when the automatic tools just aren't cutting it? I always get annoying shots where there's nothing on the ground to track.

  • @somebody4545
    @somebody4545 ปีที่แล้ว

    damn thanks!

  • @Unit856
    @Unit856 ปีที่แล้ว

    Wow. I'll have to try out geometry nodes now...

  • @NicCrimson
    @NicCrimson 5 หลายเดือนก่อน

    now do this in shader nodes please 🙏

  • @rahulujjal8245
    @rahulujjal8245 ปีที่แล้ว

    Nicely explained, can't we use procedural UV mapping though?

    • @CGMatter
      @CGMatter  ปีที่แล้ว +1

      ya! as long as they're oriented correctly

  • @danialsoozani
    @danialsoozani ปีที่แล้ว

    very nice usage of UVmaps for deformation! I was thinking can't we use normal for the direction?

    • @gordonbrinkmann
      @gordonbrinkmann ปีที่แล้ว

      The normal direction just points in the face up or outside direction, Z - it does not really tell you anything about what is "left" and "right" of the cardboard or in other words X and Y. Also each face has its own normal, so you have no continuous left to right range to use a sine or cosine function.

    • @danialsoozani
      @danialsoozani ปีที่แล้ว

      @@gordonbrinkmann actually you can. you should modulo the indices by 2 and subtract their location to get their vector direction and then apply the offset according to normal. with modulo you can also make your own sine wave.

    • @gordonbrinkmann
      @gordonbrinkmann ปีที่แล้ว +1

      @@danialsoozani The problem is not the sine wave. The problem is, if you want to make some cardboard which is not perfectly straight and flat, the normals will still point in the faces' Z direction, but the X and Y direction can vary from face to face which could result in unwanted turns of that zigzag paper.

    • @danialsoozani
      @danialsoozani ปีที่แล้ว

      @@gordonbrinkmann I know what you mean, but I think you didn't realize what I meant. maybe I make a video about it later but I'll tell you in short if you get it through this text, you can zero out the unwanted directions by using the direction of indices regardless of problems you mentioned above. you can watch Erindale to get what i mean.

  • @soap_machine
    @soap_machine ปีที่แล้ว +1

    Or just take a picture of a cardboard box and project it

    • @bryangrunauer
      @bryangrunauer ปีที่แล้ว +1

      that would only solve the faces, not the interior "ridges"